Class ParticleModuleLocationBoneSocket
Particle Module Location Bone Socket
Inheritance
System.Object
ParticleModuleLocationBoneSocket
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Assembly: UE4DotNet.dll
Syntax
public class ParticleModuleLocationBoneSocket : ParticleModuleLocationBase
Properties
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bInheritBoneVelocity
Declaration
public bool bInheritBoneVelocity { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bOrientMeshEmitters
Declaration
public bool bOrientMeshEmitters { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bUpdatePositionEachFrame
Declaration
public bool bUpdatePositionEachFrame { get; set; }
Property Value
Type |
Description |
System.Boolean |
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DefaultObject
Get UE4 Default Object for this Class
Declaration
public static ParticleModuleLocationBoneSocket DefaultObject { get; }
Property Value
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EditorSkelMesh
The name of the skeletal mesh to use in the editor
Declaration
public SkeletalMesh EditorSkelMesh { get; set; }
Property Value
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InheritVelocityScale
A scale on how much of the bone's velocity a particle will inherit.
Declaration
public float InheritVelocityScale { get; set; }
Property Value
Type |
Description |
System.Single |
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NumPreSelectedIndices
When we have no source locations and we need to track bone velocities due to bInheritBoneVelocity, we pre select a set of bones to use each frame.
Declaration
public int NumPreSelectedIndices { get; set; }
Property Value
Type |
Description |
System.Int32 |
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Remarks
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SelectionMethod
The method by which to select the bone/socket to spawn at.
Declaration
public byte SelectionMethod { get; set; }
Property Value
Type |
Description |
System.Byte |
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Remarks
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SkelMeshActorParamName
The parameter name of the skeletal mesh actor that supplies the SkelMeshComponent for in-game.
Declaration
public Name SkelMeshActorParamName { get; set; }
Property Value
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SourceType
Whether the module uses Bones or Sockets for locations.
Declaration
public byte SourceType { get; set; }
Property Value
Type |
Description |
System.Byte |
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Remarks
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StaticClass
Declaration
public static Class StaticClass { get; }
Property Value
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UniversalOffset
An offset to apply to each bone/socket
Declaration
public Vector UniversalOffset { get; set; }
Property Value
Methods
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New(UObject, Name)
Spawn an object of this class
Declaration
public static ParticleModuleLocationBoneSocket New(UObject obj = null, Name name = default(Name))
Parameters
Returns
Operators
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Implicit(IntPtr to ParticleModuleLocationBoneSocket)
Convert from IntPtr to UObject
Declaration
public static implicit operator ParticleModuleLocationBoneSocket(IntPtr p)
Parameters
Type |
Name |
Description |
System.IntPtr |
p |
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Returns